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Release 0.4.2 - Technology Tier 2 Fixes

Hello everyone,

First of all thank you again everyone for the support on Twitch. This weekend was pretty crazy trying to get all of the reported bugs fixed.

This release, 0.4.2, is another beta release and can be accessed on either the beta branch or the 0.4.2-branch. Instructions for enabling the beta branch can be found here.

Note: If you are running the game on Linux, the default graphics pipeline has been changed from Vulkan to OpenGL due to a large amount of compatibility issues. If you want to instead run on Vulkan you will have to pass -force-vulkan as a runtime parameter to the game. Instructions for doing this can be found here.

Fixes available in this release (0.4.2):
- All new Tech Tier 2 items added to the cache filter
- Fixed an issue in the tech tree where there were 2 techs with the name "Portal Transportation"
- Fixed an issue where Space Metal actually had the name "Aluminum"
- Updated some item descriptions for clarity
- Fixed pretty much all reported minimap and fullscreen map issues.
- Vulkan Out of Memory issue somewhat address
- Fixed an issue where you would just get a black screen on death
- Fixed an issue where pressing H or J would change your current world
- Tutorial updates
- Dragging items into the habitat to complete research didn't used to remove items, this is fixed.
- When loading games item filters used to not propertly, this is now fixed.
- Fixed an issue where items traveling in tubes in Ondor would show on Catador

Thank you to everyone who reported issues! Again, there will be a major update on Friday which I hope will have substantially less issues. The Friday update will be pushed to both the default and beta branch.

Thanks,

Boppy

Beta Release 0.4.0 - Tech Tier 2

Hello again everyone!

This release has been extremely challenging for me. I would like to thank everyone for your patience, I'm a solo developer and I needed a few more days to get the release in order. This release has been tested extensively by myself and it is ready to be experienced by most players. This release was originally going to be a full default-branch release, but there are some small features missing that I would prefer to have in the build before I upload the full build to the default branch. In order to play this build, please follow the instruction for accessing the beta branch. You can also lock to the 0.4.0-beta branch if you are planning on doing more long-form content on this release (like let's plays). I'm fairly confident that the current 0.4.0-beta release will be forwards compatible with the release coming next Friday.

Note: Save files for 0.4.0 are not backwards compatible with previous versions. If you try to load a previous version you will be returned back to the main menu without warning (this will be improved soon). This should however not damage your save file in anyway if you want to revert. You can revert back to a previous version in the game properties for Boppio (within the steam client).

A full list of changes will be available next Friday, its likely over the next few days we will have more bugs and features requests that will make it in before Friday and I want to take the time to complete a full change list. If you had played a previous version many of the new features can be found through the technology tree. Something easy to miss is buildings now have a context menu that can be expanded by pressing the cog in the upper right hand corner. There are also new terrain generation options, including infinite resources and disabling enemies.

There will be a larger event happening next Friday, which will be the release of 0.4.0 into the default branch. This event will be accompanied by updated steam page assets and an updated trailer.

One of the most challenging aspects of this release has been testing, this is probably the largest game I've ever worked on as far as content goes and its becoming extremely difficult to test balance changes in the game. Even small early game changes make a massive difference in how the mid game progresses. I have tested each part of this patch individually but I have not completed the entirety of the release myself from start to finish.

Thank you again everyone for your patience with the release today,

Boppy

Technology Tier 2 Updates

Hello everyone!

First of all I would like to thank everyone for the support on Twitch! Its been great to see everyone in chat and I hope that you've all had fun watching the streams.

This update is going to be pretty short, I just wanted to let everyone know that we're running a few days behind on this patch. Originally this update was supposed to come on September 1st but now we're pretty confident we can get it released this coming Friday, September 3rd.

Technology Tier 2 has been a massive technical challenge that I underestimated and I haven't been able to finish everything that I wanted to get into it. I was going to push the existing content that didn't make it into this update into the Tech Tier 3 update which is coming in December but instead of this I am going to do another update coming October 1st which will be Technology Tier 2 extended. This will contain more buildings, resources and technologies that didn't quite make it into this update.

This is all reflected in the updated roadmap.

Also again, for anyone who wants to watch the live development of the game, I'm live almost everyday here: https://www.twitch.tv/boppygames

Thank you everyone for your continued support, and I hope everyone enjoys the upcoming update :)

- Boppy

Beta Release - 0.4.0

The major release 0.4.0 is being pushed back until September 1st, 2021. This beta release is just the first of many releases which will constitute the actual 0.4.0 release.

The roadmap has been updated to reflect these changes: https://boppygames.gg/?page_id=440

To put it bluntly, the major parts of the game have been rewritten from scratch. I was pushing the terrain generation engine to its limit and the item routing system was slow and buggy. These two core features have a huge impact on the game and are also the biggest bottlenecks for performance. The new systems are faster and are expected to scale with the upcoming content.

[h2]Play Now[/h2]

If you want to checkout the patch right now, you can configure steam to download the beta version of Boppio. The instructions for which are here: https://boppygames.gg/?page_id=658

0.4.0-beta saves will be incompatible with 0.3.2, so just keep that in mind. If you want to go back to 0.3.2, you can check out the v0.3.2 branch directly or go back to default. The beta release is likely going to be very buggy for the time being, this will obviously improve over the coming weeks. You can expect frequent patches on the beta branch, especially as people continue to report more issues.

[h2]Terrain Generation Rewrite[/h2]

The entirety of the Terrain Generation Engine in Boppio has been rewritten from scratch. The old terrain generation had many issues and I was very much pushing the boundaries of what was possible with the old engine. These shortcomings were very clear in the map generation:



Here you can see that the starting area patches are perfect circles, which does not look good and was a common complaint from users. You can also see the patches are overlapping, which is really bad if a new user is playing the game and one patch dominates another patch.

The perfect circle patches look even worse in game, especially when they overlap:



It was also very common to get strange water artifacts like this:



In game, this just translates to having beaches with no lake, which can also cause other bugs like dead trees spawning on sand (they're not supposed to).



The new terrain generation engine makes it easier to modify and shape noise, and new algorithms allow us to prevent patches from overlapping and ensuring a uniform distribution of patches.

Here is a map created using the new generator:



It may not look *that* different, but this is a massive change from the old generator. Worlds created with the new generator are much more interesting from a gameplay standpoint.

The new map is also substantially more visually interesting:



Its pretty easy to add new foliage/flora/etc to the map generator, so you will notice new members of the Ondor ecosystem :)



[h2]Item Routing Rewrite[/h2]

The most CPU intensive task in Boppio in 0.3.2 is item routing calculations. There are actually 2 major algorithms here that have been improved:

1. Baking Links

This step is important because it determines which buildings can talk to each other and how. For example, two buildings may be in the same graph but they are not neighbors (not directly connected to each other). This means they have to pass items to another building so that the item can be passed along to its destination. Building this decision tree used to be extremely CPU intensive.

A member of Twitch chat, cakenotcake, told me I could use the Floyd-Warshall algorithm for this. I had used this algorithm in college but I thought it would be impracticable to adapt the current data structures I was using to be compatible with this algorithm. After a few hours, I got this to work and implemented it using the C# Job System in Unity which allows it to be computed off of the main thread. This means the calculation finishes within ~2-5 frames even with an extremely large factory. This step now completes instantly instead of taking 2-3 minutes.

2. Determining Routing Decisions

The next major issue is determining where to send items. Originally I was just using a massive LINQ statement to figure out where items should go. This is slow and allocates memory every frame, which is a big issue.

The new algorithm itself is pretty complicated, but the major performance benefits have come from using lookup tables instead of lists. Instead of iterating over each building every frame we can just iterate over building that have a certain item in stock.

These routing changes should enable players to build much much larger bases.

[h2]Twitch Streams[/h2]



Follow us on Twitch! https://www.twitch.tv/boppygames

I have been streaming basically the entire development of the game on Twitch. I have noticed this has slowed down the development of the game quite a bit, but I think this is actually a good thing. Update 0.4.0 would probably be on track if I hadn't streamed over the last 2 months, but the content that I would have worked on wouldn't have been as good. I would have continued using the existing broken terrain generation system and item routing systems not caring about user feedback as much.

I frequently take suggestions and bug reports from Twitch chat, so if you want to give live feedback, please consider following the channel.

Also as a solo developer, working alone a lot of the time also becomes pretty lonely and its easy to confirm your own self biases. Getting live feedback from users is great, especially when people submit constructive criticism. Hearing the genuine frustrations from users in chat has made me rethink what features I'm working on sooner rather than later. This has helped push forward the item routing fixes and the tutorial system.

[h2]Conclusion[/h2]

I will continue doing beta releases over the next few weeks until 0.4.0 is complete. I expect this to come biweekly but I'm just going to release them as they get done. I'm less concerned about hard deadlines and more concerned with completing the content and making the game as good as possible.

Again, the main 0.4.X release is scheduled for September 1st, but this date is somewhat tentative. My main focus is making the game a great experience, so if I need more time I will likely continue doing "beta" releases and push back the primary release. Even if these deadlines get pushed back, I'm going to do my best to make sure everyone has access to the latest version of the game. Once features get finished, they will likely be added to the beta branch immediately.

Thank you again to everyone who has stopped in on the Twitch stream, left comments in the Steam discussions, and participated in the Discord. It really helps keeping my motivation up to improve the game :)

- John

Boppio is a promising new Early Access factory and automation building sim

Like a more peaceful Factorio in 3D, factory and automation building sim Boppio recently entered Early Access.

Read the full article here: https://www.gamingonlinux.com/2021/06/boppio-is-a-promising-new-early-access-factory-and-automation-building-sim